void ClusterInterface::HandlePlayerChangedServers(WorldPacket & pck)
{
	uint32 sessionid, dsid;
	pck >> sessionid >> dsid;
	if(!_sessions[dsid])
	{
		Log.Error("HandlePlayerChangedServers", "Invalid session: %u", sessionid);
		return;
	}

	WorldSession * s = _sessions[sessionid];
	PlayerPointer plr = s->GetPlayer();



	/* build the packet with the players information */
	WorldPacket data(ICMSG_PLAYER_CHANGE_SERVER_INFO, 1000);
	data << sessionid << plr->GetGUIDLow();

	/* pack */
	//data << plr->
	/* remove the player from our world. */
	sEventMgr.AddEvent(plr, &Player::EventRemoveAndDelete, EVENT_GAMEOBJECT_EXPIRE	/* meh :P */, 1000, 1);

	/* dereference the session */
}